Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


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(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

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A Transdisciplinary Approach to Enhancing Online Engineering Education Through Learning Analytics
Masikini Lugoma, Lethuxolo Yende, Pule Dikgwatlhe, Akhona Mkonde, Rorisang Thage, Lucky Maseko, Ngonidzashe Chimwani
(pages: 1-6)

AI Disruptions in Higher Education: Evolutionary Change, Not Revolutionary Overthrow
Cristo Leon, James Lipuma, Maximus Rafla
(pages: 7-18)

Education, Research, and Methodology: A Transdisciplinary Cybernetic Whole
Nagib Callaos, Cristo Leon
(pages: 19-33)

Enhancing Educational Effectiveness Through Transdisciplinary Practice: The ETCOP Model
Birgit Oberer, Alptekin Erkollar, Andreas Kropfberger
(pages: 34-40)

From Instruction to Interaction: Reflexive Learning Design for Cross-Generational Engagement at the Workplace
Gita Aulia Nurani, Ya-Hui Lee
(pages: 41-44)

GIS in Aquatic Animal Health Surveillance: A Transdisciplinary eLearning Initiative Integrating Education, Research, and Methodology (The Aquae Strength Project)
Eleonora Franzago, Rodrigo Macario, Matteo Mazzucato, Federica Sbettega, Manuela Cassani, Guido Ricaldi, Francesco Bissoli, Anna Nadin, Fabrizio Personeni, Manuela Dalla Pozza, Grazia Manca, Nicola Ferré
(pages: 45-50)

Reflexivity as a Compass: The European AI Act and Its Implications for U.S. Higher Education Institutions
Jasmin Cowin
(pages: 51-56)

Required General Education Program Evaluation: Bridging the Gap Between Educators and Administrators
James Lipuma, Cristo Leon, Jeremy Reich
(pages: 57-61)

Researching Ourselves
Jeremy Horne
(pages: 62-72)

The Self-Aware, Reflective Learner: Fostering Metacognitive Awareness and Reflexivity in Undergraduates Through Service-Learning
Genejane Adarlo
(pages: 73-81)


 

Abstracts

 


ABSTRACT


Incorporating Gaming in Software Engineering Projects: Case of RMU Monopoly

Sushil Acharya, David Burke


A major challenge in engineering education is retaining student interest in the engineering discipline. Active student involvement in engineering projects is one way of retaining student interest. Such involvement can only be realized if project inception comes entirely from the student. This paper presents a software game, RMU Monopoly, developed as a project requirement for a software engineering course and describes the challenges and gains of implementing such a project.

The RMU Monopoly was proposed by three junior software engineering students. The game is a multi-platform software program that allows up to eight players and implements the rules of the Monopoly board game. To ensure agility the game was developed using the spiral software development model. The Software Requirements Specification (SRS) document was finalized through an iterative procedure. Standard Unified Modeling Language (UML) diagrams were used for product design. A Risk Mitigation, Monitoring, and Management Plan (RMMM) was developed to ensure proactive risk management. Gantt chart, weekly progress meetings and weekly scrum meetings were used to track project progress. C# and Sub- Version were used in a client-server architecture to develop the software. The project was successful in retaining student interest in the software engineering discipline

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